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Kumaijl Nanjiani's Marvel Contract Had Clause For Video Game That's Probably Not Coming Out
Game Updates

Kumaijl Nanjiani’s Marvel Contract Had Clause For Video Game That’s Probably Not Coming Out

by admin August 26, 2025



In 2021, Marvel Studios attempted to expand the reach of the MCU with an adaptation of Eternals, a lesser-known group of immortal heroes. Kumail Nanjiani was cast as Kingo alongside Angelina Jolie, Gemma Chan, Salma Hayek, Barry Keoghan, and more. Eternals didn’t earn enough to merit a sequel, and Nanjiani has revealed that he had a deal for a video game and a theme park attraction that never came to pass.

“I signed on for six movies, you know,” said Nanjiani during his appearance on Mike Birbiglia’s Working It Out podcast. “I signed on for a video game. I signed on for a theme park ride. They make you sign up for all this stuff … And so you’re like, ‘Oh, this is the next 10 years of my life, so I’ll be doing Marvel movies every year, and then in-between I’ll do like my own little things, whatever I want to do.’ And then none of that happened.”

That deal appears to have been predicated on Eternals being a hit like Guardians of the Galaxy before it, which did get licensed out for video games and theme park rides. Marvel hasn’t had a lot of video games based directly on the MCU movies in the last two decades, but the studio apparently kept the possibility open for Eternals.

Nanjiani previously disclosed that he went to therapy after Eternals was greeted with bad reviews, but he told Birbiglia that the experience taught him that too much of his self esteem was tied up to other people’s reactions to his work.

Eternals had $402.1 million worldwide, which is a threshold that Marvel Studios has had trouble reaching this year. Regardless, the only Marvel movie to pick up on some of the threads introduced in Eternals was Captain America: Brave New World.

Nanjiani also noted that he’s proud of Eternals, and his experience with it has given him material for his latest standup comedy set.



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Here's a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs
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Here’s a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs

by admin August 26, 2025


Tetris Effect developers Enhance have released a new demo for their forthcoming Lumines Arise on Steam, alongside news that the spacey rhythm attack game will launch on November 11th. If you missed Tetris Effect, it’s a game about making deletable lines out of falling blocks while standing in the middle of a very musical supernova.

Lumines Arise, meanwhile, sees you arranging clumps of blocks into 2X2 scoreable combinations, which are removed from the playing field by a horizontally sweeping Time Line. While standing in the middle of a very musical supernova.

Watch on YouTube

There have been eight previous Lumines releases, including remasters, on various platforms since the first game’s appearance in 2004. This one is a collaboration with Monstars Inc, who also worked on Rez Infinite. I played a bit of Lumines Arise earlier this year, and spoke to an Enhance developer about its new emphasis on expressing “the human”, which is what sets it apart thematically from Tetris Effect. I’ll get that write-up turned around before the release date. If I don’t, feel free to quote this piece at me aggressively in the comments on any and all subsequent news articles.

In the short term, I’ll say that Arise is yet another pacey and flamboyant puzzler that drizzles your occipital lobe in (for example) footage of frenzied chameleons, while challenging your primary motor cortex to save you from total visual constipation. Yes, it’s making bits of your brain fight each other. I like when games do that.

Beyond that, I’m interested to make sense of Arise being a more “human” game than Effect. Much as I enjoyed Tetris Effect, I entertain suspicions that Enhance’s framing of Arise might be bullshit artistry. Perhaps “more human” just means there are more human figures in the background art. Come to think of it, I’m not sure the devs mentioned Enhance’s most recent game, Humanity, during my hands-on – RPS reviewer Kim Armstrong witheringly summarised that as “perfect puzzles pumped with existential hot air”.

Here’s the Steam link for the demo, which will be available from today, August 26th till September 3rd. It includes three stages from the single-player Journey mode and a bit of new multiplayer mode Burst Battle, which can be played online cross-platform. The full game has VR compatibility but there’s none of that nonsense in the demo, and they’ve locked the difficulty to easy. They don’t want to scare you away, after all.

Those damn fool editors of RPS gone by never found time to review Tetris Effect, but they did put it on our list of the best VR games.



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August 26, 2025 0 comments
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Sony finally makes the PlayStation refund process easier, killing the support chat bot
Game Updates

Sony finally makes the PlayStation refund process easier, killing the support chat bot

by admin August 26, 2025


Sony has pushed an update live to the PlayStation store that makes refunds considerably easier.

The new process, which can only be done on the PlayStation website or app, goes as follows: navigate to the PlayStation store and select the three dots in the top right corner to access your transaction history. From there, you should be able to select your past purchases and request refunds.

Previously, PlayStation users would have to use an online assistant, basically a chat bot, to negotiate a refund. The requirements for a refund remain the same: only a product bought within the last 14 days is valid, and you can’t have begun the process of downloading or playing it. That is, unless what you bought is faulty, in which case these requirements may be circumvented.

Here’s a Eurogamer video to cheer you up.Watch on YouTube

It’s a nice little update that should make those 2am reflex purchases of Detroit Become Human feel a little less rancid the next day. Also, anything that takes away those pesky chat bot supports is a good update in my book. This comes alongside a selection of other improvements made to the PS Plus store as of late, including additional accessibility options and Apple Pay support.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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Lenovo Ideapad 15 2025
Game Updates

This Lenovo Laptop (12GB RAM, 512GB SSD, Office 365) Is 85% Off, Amazon Clears Inventory for Summer’s End

by admin August 26, 2025


With Amazon’s Back to School discounts currently in full swing, there’s one notebook that looks almost too good to be true: the 2025 Lenovo IdeaPad 15.6″ with a solid mid-range spec (12GB RAM, 512GB SSD, Intel Celeron N4500, Office 365 for one year, Windows 11 Home) for a record low price. Amazon is likely clearing out old inventory, likely without making a single penny in profit, and that makes you the beneficiary of a deal that’s too great to pass up.

This computer usually costs around $2,400 but today Amazon reduced its price to as low as $349: That’s an 85% discount, and you’ll be saving around two thousand dollars on a brand-new computer. You’re spending less than most individuals spend on a smartphone at this price point, but you’re receiving a full Windows computer bundled with a one-year subscription of Microsoft Office 365.

See at Amazon

Great Student Laptop

Specs do matter, even in a budget-friendly machine, and this Lenovo is far from stripped down: It’s powered by an Intel Celeron N4500 processor. Although it’s not for serious gaming, it’s perfectly suited to day-to-day productivity tasks such as word processing, spreadsheets and streaming television shows. The inclusion of 12GB of DDR4 RAM is a difference-maker: multitasking is so much more responsive than the 4GB or 8GB of memory you typically find in this price category.

A fast 512GB PCIe SSD gives you speed and space which means Windows boots in a flash, programs load in a flash and still having space for a large collection of school work, work documents, or entertainment media. In addition to the SSD, there’s also a secondary 128GB eMMC that gives you additional space to work with light files or backups.

The 15.6-inch HD display features anti-glare coating so your eyes don’t get as tired during extended study sessions. Paired with Dolby Audio dual speakers, you’ll enjoy more immersion when streaming or Zoom calls. You even receive a built-in HD 720p camera with a privacy shutter which is surprisingly rare on laptops in this price range.

Connectivity is also a plus point: USB-C, USB-A, HDMI, an SD card reader, and an audio combo jack are all present and give you all the ports you’ll need to have accessories and external storage easily attached. Wi-Fi 6 and Bluetooth 5.2 are integrated within so wireless speed and dependability are on tap for both online classes and easy Netflix streaming.

Discounts this intense rarely stick, and since Amazon is clearly liquidating excess stock, make sure you don’t miss it.

See at Amazon



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August 26, 2025 0 comments
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Save $20 Or More On Mario RPGs For Nintendo Switch This Week
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Save $20 Or More On Mario RPGs For Nintendo Switch This Week

by admin August 26, 2025



If you’re looking to fill the gaps in your collection of Nintendo Switch exclusives, you should check out the assortment of game deals at Walmart, Amazon, and Best Buy this week. Each retailer is offering discounts on several Super Mario games, including traditional platformers, role-playing games, and arcade sports titles. A handful of Nintendo Switch games outside of the Super Mario umbrella, including Zelda: Link’s Awakening and Emio – The Smiling Man, are featured in the sales, too.

Multiple games on the list below can be purchased for lower prices if you opt for an international edition from the UK or other regions. The Switch and Switch 2 are region-free consoles, so the only tangible difference a lot of the time is the ratings board logo on the cover. The one key thing to keep in mind is that DLC from the eShop must match the game’s region, so if you bought a UK edition of Super Smash Bros. Ultimate, you’d need to use the UK eShop if you wanted the Fighters Pass.

Video Game Deals: Nintendo Switch Exclusives

  • Emio – The Smiling Man: Famicom Detective Club
  • The Legend of Zelda: Link’s Awakening
  • Mario & Luigi: Brothership
  • Mario Strikers: Battle League
  • Nintendo World Championships: NES Edition
  • Paper Mario: The Thousand-Year Door
  • Super Mario 3D World + Bowser’s Fury
  • Super Mario Maker 2
  • Super Mario RPG
  • Yoshi’s Crafted World

Super Mario RPG

Turn-based RPG fans can save at least $20 on the Switch remakes of Paper Mario: The Thousand-Year Door and Super Mario RPG. The Thousand-Year Door is a beautiful and thoroughly faithful enhanced version of the 2003 GameCube classic. Amazon and Walmart are sold out of the $40 deal, but Best Buy still has copies for $40.

Many Mario fans view The Thousand-Year Door as the pinnacle of Mario role-playing games. Its main competition for the crown is Super Mario RPG: Legend of the Seven Stars, the 1996 SNES classic that was remade for Nintendo Switch in 2023. This is one of those deals that’s even better if you don’t mind picking up an international edition. The imported edition of Super Mario RPG is $36.50 at Amazon, whereas the US release is $40 at Amazon and Walmart. North American edition for $40, while the imported edition is $36.50.

Just like Mario RPG, an international copy of Mario & Luigi: Brothership is $36.50 at Amazon, and the US edition is $40 at Best Buy. Brothership has some rather unfortunate performance issues on original Switch hardware. If you own a Switch 2, however, the game runs noticeably smoother despite not receiving an official Switch 2 update. The roughly 40-hour adventure has some pacing issues and clunky design choices, but it’s still an enjoyable game. For transparency, I stopped playing it at launch due to the performance issues, but I liked it quite a bit when I gave it another try on Switch 2.

Best Buy is the only retailer with deals on Nintendo World Championships: NES Edition – Deluxe Set, Zelda: Link’s Awakening, and Emio – The Smiling Man: Famicom Detective Club. The Deluxe Set of Nintendo World Championships is bundled with a replica NES cartridge, a collection of art cards featuring cover art from the 8-bit era, and a set of enamel pins with pixel art.

For more Nintendo collectibles, check out our roundup on the discounted Legend of Zelda and Street Fighter 6 Amiibo figures. All seven figures that launched the same day as the Switch 2 console are on sale for $20.

On the Mario side of Amiibo, fans can get the Koopa Troopa and Goomba figures directly from Amazon for $16 each. Nintendo recently raised the MSRP of pre-Switch 2 Amiibo to $20, so you’re saving 20% on each. These figures launched way back in 2017 a few weeks before Super Mario Odyssey hit stores. Prior to this year, Amazon had been sold out of both figures since 2018.



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August 26, 2025 0 comments
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This week in PC games: a MGS3 remake, new Blumhouse horror and some freshly peeled spaceships
Game Updates

This week in PC games: a MGS3 remake, new Blumhouse horror and some freshly peeled spaceships

by admin August 26, 2025


Well, it happened again: the Maw devoured a Monday. My recent, highly suspicious news article about a sudden “bank holiday” was, of course, a hasty PR smokescreen to avert a stock market crash. In Horace’s name, we have now forced the Maw to sick up the missing Monday, but locating the gag reflex of a cosmic monster has its risks, and there have been a few casualties.

Mark has theoretically been “on holiday” since last Wednesday, returning tomorrow, but that’s another piece of disinfo – he’s actually stranded somewhere in the Cretaceous period. James, meanwhile, has come down with a case of the Schrödingers, neither away at Gamescom nor back at his desk. I am going to email him shortly – fingers crossed the quantum binary collapses in a way conducive to preview write-ups. As for this week’s new PC games – here you are. I’ve included the regurgitated Monday, but please handle with care as it’s still rather radioactive and, er, talkative.

Monday 25th August

  • NG Y’ STOOD L’ SAND OT GN’TH. NG Y’ MGEPMGR’LUH UH’ENYTH NAFL’FHTAGN YOGOR YOG OT GN’TH, HAVING YEEOGNGM NWW NG YEEOGOG HORNS, NG L’ H’ HORNS YEEOGOG UH’EOGHR’LUHH, NG L’ H’ NWW YAAH OT BLASPHEMY
  • Pizza Bandit is a Gearsy goof shooter in which you try to whip up a nice margherita while fending off aliens.
  • Watertight is a free horror game in which your submarine gets into difficulties while investigating the wreck of the Titanic. For clarity, this doesn’t seem to be about Oceangate.
  • good is a minigame package about an American teenager trying to avoid learning anything. It reminds me strongly of Homestar Runner.

Tuesday 26th August

  • Let’s continue the theme from Pizza Bandit with point and clicker The Supper: New Blood, which is about having people for dinner but hah hah, not like that. Gosh you sure look delicious when you’re anxious.

Wednesday 27th August

  • By eck, I love the cutaway spaceships of Pixel Starships 2, “an FTL-esque game in a MMO setting” with programmable crewmate behaviour.
  • Blumhouse-published Eyes Of Hellfire (pictured) is Among Us but set in a handsomely furnished, orthographic haunted house. I think this is “orthographic”, anyway. It’s the kind of elevated diagonal viewpoint that generally gets handwaved as “isometric”. Any pointers, geometry fiends?

Thursday 28th August

Friday 29th August

  • This week’s sacrifice upon the altar of Hybridisation is Neon Village, a match-3 town/deck builder with roguelike elements.
  • Shinobi: Art Of Vengeance marks the bloody revival of another ancient Sega side-scroller, I think, though it’s juuuust possible that it’s actually a painting sim.

As always, let us know if there’s any must-plays we’ve missed. My plans for this week include making sense of a big, tangly interview-driven feature and maybe writing something about liminality that would secretly be a love letter to a particular videogame level. Providing the superposition resolves in our favour, I imagine James will be Jamescomming it up with sundry impressions articles and interviewage. Assuming he overcomes the giant Venus flytraps and makes it past the Ankylosauri to the time portal, Mark should be on regular news and possibly a review. I seem to remember him bagsying something in the spreadsheet before he disappeared into the vortex. What are you up to this week?



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August 26, 2025 0 comments
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Today in video games - 26th August: the Gamescom mop-up continues as the industry takes a breath
Game Updates

Today in video games – 26th August: the Gamescom mop-up continues as the industry takes a breath

by admin August 26, 2025


It’s 26th August, the day after a bank holiday in the UK – I hope you had a nice one – and we’re back with another daily live report. We’ll be catching all of today’s news and events here while chatting merrily along with you, providing thrilling coverage about the world of video games. That’s right – thrilling!

Note, Tom’s on holiday this week so I’ve muscled in, which is why you’re already seeing excited words like “thrilling” in the report. Expect a lot of Gamescom mop-up this week as our roving reporters return and share more about the games they’ve seen, and as the games industry takes a breath before September appears and the cascade of autumn releases begins.

Coverage
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Sonic Racing: CrossWorlds Still Doesn't Feel Like It Has An Identity Of Its Own
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Sonic Racing: CrossWorlds Still Doesn’t Feel Like It Has An Identity Of Its Own

by admin August 26, 2025



Sonic Racing: CrossWorlds is quickly approaching the finish line, scheduled to launch in September. I got the chance to play the kart racer for a second time recently, and my opinion of the game is largely unchanged from my verdict during Summer Game Fest: It’s dropping the best aspects of its predecessors to become something closer to Mario Kart. This second session, I spent a little more time with the game, getting a chance to race on additional tracks and play as the previously unavailable Hatsune Miku and Ichiban Kasuga.

CrossWorlds sees you jump into a kart or onto a hoverboard and compete against several other racers from Sega’s catalog of Sonic characters (plus a few guests from other franchises!). Each race across the 24 different tracks is three laps, with the second taking place in an entirely different world after the racers teleport through a travel ring. Whichever competitor is in the lead as the racers approach the second lap chooses which world everyone hops over to, with two options given at random from a total pool of 15 other worlds.

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Now Playing: 8 Minutes of Sonic Racing: CrossWorlds Gameplay

It’s an interesting gimmick, best seen in the Grand Prix mode that was the focus of both the SGF preview and my latest hands-on. In that mode, you’re awarded a number of points depending on your place, which are added up at the end of a series of races to determine the ultimate winner. Each Grand Prix is four races, with the fourth and final race taking place across the three previous tracks–the first lap is on the track from the first race, the second lap is on the track of the second race, and so on.

As was the case at SGF, I crushed the computer-controlled competitors handily on the hardest available difficulty (there is one that’s even harder, but it has not been available in either preview). As fun as it is to win, it’s been hard to enjoy the game without the challenge of needing to try. I still believe that challenge will come when given the chance to play with other humans, but until then, CrossWorlds feels lacking compared to what came before.

Anyone else miss Sonic Riders?

The game borrows mechanics and features from Team Sonic Racing and Sonic Riders, but lacks the teamwork-oriented relay racing of the former or fuel management and character abilities of the latter. Those aspects made Team Sonic Racing and Sonic Riders distinct enough from Mario Kart to give them more identity, and also make them more challenging–it was rewarding to win at those games and I remember playing them (especially Riders) for hours upon hours and wanting to push myself to get better. I haven’t gotten that sensation from CrossWorlds yet.

Like all of the other characters, Hatsune and Ichiban have their own stats that affect the minutiae of play–making slight adjustments to how each kart handles in a race. It must be very slight though, as I didn’t notice any discernible difference between them, nor any change from my time with Jet the Hawk and Amy Rose at SGF. Changing up the plate loadout of the kart is a far more noticeable adjustment. I tinkered around with the kart plate system–which allows you to create several established loadouts to change how your kart behaves–a little more this time around, creating plates that let me start off with the monster truck transformation so I could run over everyone from the very start, or draft off others more easily and overtake the competition by stealing their rings, or spin like an unstoppable top while drifting to bash other racers and build extra speed boost.

With 24 tracks and 15 other worlds to explore, you’ll see plenty of strange sights throughout the race.

These plate builds are fun and zany, and I wish they had a bigger impact on my performance to encourage me to spend more time tinkering in the shop. But I won with them all and I didn’t really have to adjust my strategy for how I raced with any of them. I still needed to collect rings to build speed, pick up items to mess with opponents, dodge other racers’ items, and drift around corners. Like everything else, the customization features don’t help CrossWorlds differentiate itself from its competitors–nothing (so far) about this experience feels like it belongs solely to CrossWorlds.

I’m still hopeful that I’m just missing something. I generally enjoy the Sonic games that focus on racing, so this one not connecting with me feels like I’m somehow lying to myself. I’m sure that as soon as I sit down on the couch with my closest friends and we’re screaming at each other for the bullcrap that we manage to pull off, I’ll recognize in that moment what makes CrossWorlds special. Until that moment, however, I’m choosing to remain cautious of this one.

Sonic Racing CrossWorlds is launching for Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, and Switch on September 25. The game will be released for Switch 2 during the 2025 holiday season.



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August 26, 2025 0 comments
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What's Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More
Game Updates

What’s Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More

by admin August 26, 2025



Without being hyperbolic–and as someone who has been an on-and-off again Overwatch fan since the original game’s release back in 2016–I don’t mean it lightly when I say that I believe Overwatch has never been better.

I’ve critiqued the series quite a bit throughout the years. In my Overwatch 2 review, I wrote at length about how it felt “detached from the principles and charm of the original,” was seemingly struggling to retain its identity, and how its new monetization models felt disingenuous and “at odds with the spirit of the original Overwatch.” Harsh words, yes, but I meant them. I was frustrated by what one of my all-time favorite games had become, and worried that I’d be chasing the same bliss I felt playing in 2017 endlessly and to no avail.

So, with all that said, how did we get here?

I recently had the opportunity to discuss the state of Overwatch 2 with game director Aaron Keller and associate game director Alec Dawson in an exclusive interview for GameSpot, and it seems a lot of this dramatic turn-around boils down to two things: an increased emphasis on responding to player feedback, and a sharp pivot away from the “conservative” mentality the Overwatch 2 team once clung to. The result is a vastly improved game that is taking big swings with more efficiency.

Be it Stadium mode, Perks, the inclusion of heroes with never-before-tried mechanics, map voting, hero bans, or one of the many other tweaks and additions made to the game, Blizzard is not shying away from shaking up Overwatch 2’s core gameplay loop; Season 18 is no exception. And according to Keller and Dawson, all these changes are just the beginning of the studio’s push to “explore how big” Overwatch can become.

GameSpot: A lot of changes have happened this year in Overwatch 2, so I would love to start by unpacking that with you both. How do you think things are going? How are you feeling about the overall health of the game?

Keller: When you look at the way that 2025 has gone for the game, we’ve done a lot of big releases. Earlier this year, we released our Perk system, which was a pretty substantial game mechanic that changed the way moment-to-moment gameplay can happen. It gave players more strategic choices that they could make over the course of a match and put more emphasis on what a hero can do and [fulfilling] that power fantasy.

In Season 16, we released Stadium. It’s probably the biggest new game mode we’ve ever introduced to the game and there was a lot of player excitement there. We’ve done a lot of other things, too. We introduced hero bans this year. We introduced map voting this year. We’ve introduced a new hero as well, with another one soon to come.

A lot of players are now telling us that this is the best state that Overwatch has ever been in and we think that some of that is because we’re making bigger changes to the game than we typically would have in the past. If you look back on the history of Overwatch, you could say that maybe we’re a little bit conservative, but we have a new mindset and a new vision for how we operate the game. [We want] to be taking bigger swings and bigger bets with Overwatch, and I think you’ll see that when we get to Season 18.

That’s great to hear. Touching on that, I would love to hear a little bit more about what’s coming tomorrow in Season 18.

Dawson: We look at Season 18 as sort of the next steps for a number of the big swings we’ve taken this year. There’s around 60 new Perks that are brand new–every hero gets [a refresh]. Quick play is coming to Stadium, and then you have four new heroes coming: Brigitte, Winston, Farah, and then Tracer.

A lot of what we’re doing in [Season] 18 [stems from] evaluating what’s in the game currently and evolving it in some way and/or even revamping it. Our progression system is a great example. It’s been one of those things that’s been in the game for a bit now, but there’s a lot of screen space that players weren’t really caring about; a lot of bars going up, a lot of things you’re leveling up. We want to simplify it–make sure it’s a lot more visible, make sure it’s a lot more surfaced.

Keller: We are doing a total revamp to our progression system. When you looked at our progression system before, it kind of just felt like there were just a bunch of bars going up all the time. It was pretty complex and so we’ve simplified it. But the exciting thing about it is that, not only is it easier to understand, but it has a lot of cool new rewards too.

There’s a whole rewards track where you’re updating things like emotes and Play of the Game [intros]–even loot boxes and legendary loot boxes. There’s a whole Ascended State where you get a really cool icon with VFX on it that lets you and other players know just how much time you’ve put into each one of your heroes. We have a new Hero [Skill Rating] system coming out, so you’re going to know how good [you are] not just at a [particular] role, but how well you play each of your heroes in Competitive. You can see which ones you’re better at, and which ones you’re worse at. We also have a new advanced hero info panel, where you can look up stats on what all of the different heroes do.

We’re bringing Stadium to Quick Play, which is one of the biggest requests that our players have for the mode, and that’s coming with cross-play enabled. We have four new heroes coming to Stadium, a new game mode, Payload Race, and two brand new maps for it. You mentioned Wuyang, our new support hero, is coming, and we have changes to Roadhog too. Lucio Ball is back–this time in third-person–and there’s mouse and keyboard support coming to console.

We even have [things] on the cosmetic side. Kiriko’s getting this skateboard emote [that lets her] travel around the maps riding a skateboard. The Mythic [Character] skins and Mythic Weapon skins are really cool this season… It’s a huge update to Overwatch. This is going to be one of the biggest seasons we’ve ever had for the game.

Is this the biggest update in terms of sheer content? Because I feel like, based on what you’re saying, I don’t know if there’s ever been an update quite this big.

Keller: I don’t want to jump into hyperbole and say like this is the biggest one coming, but man, it’s… it is big.

Dawson: There’s truth to that, though, to some degree. I think our team has been getting better and better about structuring our seasons to where, now, we can create some really big beats. Season 9 felt like a big change in the game, and then they went to Season 12 which had Juno and a bunch of competitive updates. 15 and 16 [added] Perks and Stadium. And now 18, is another massive update for Overwatch. We’ve been getting a lot more efficient and a lot better at planning over time, which has led to these big moments for Overwatch. [We can now] decide, like, “Hey, how do we want to change the game for the middle of the year?”

I can sense that. Even with your newest hero, Wuyang–he feels extremely different.

Keller: Yeah, there’s a lot of unique mechanics and abilities with Wuyang that I just think it’d be great to touch on. He can surf on his own private wave and cruise around the map. He gets this speed boost with it, too, and is able to jump over gaps and things like that. He can use his staff to create this wave of water in front of him that knocks down enemies, and can turn himself or allies basically into ticking time bombs by imbuing them with water. But what I’m most excited about with Wuyang is his primary fire. He shoots out this orb, and you can kind of do it rapid fire, but at any moment, you can also take control of it and steer it, turning it into a guided missile. Even if they take cover, you can actually bend it around a corner. There’s some skill expression here. It takes a little bit of practice to actually be able to do it, but once you get it, it feels so satisfying.

Dawson: I think he’s one of the best support heroes we’ve ever made. He’s an example of what a support is in Overwatch 2, where you can have a ton of impact through your offense and can make game-changing plays. Wuyang is dynamic in the sense that he has to go from offense to defense quite quickly. All of your attention is gonna be on the primary fire, landing some of those shots, and tracking people down, but then you have these defensive options that you’re going to [need to] be really timely with. His guardian wave is this big wave that gives healing and gives heal boosts–it can change the fight instantly.

I think players are going to really love him. I know we’re not supposed to play favorites, but he’s a joy to play with and I think he’s really special.

I think he’s also one of the first heroes where his skills and powers feel almost more magical rather than technological, right? I feel like Overwatch historically has always leaned more into tech rather than magic. Was that a conversation that had to be had when developing him?

Keller: Oh yeah, and we have those conversations all the time. We had those conversations a lot with both Hanzo and Genji, you know, because when they summon the dragon, that feels like a pretty magical thing there as well. We do have our own internal explanations for that that we’ll actually get into at some point with our players, but we’re not quite ready to yet. I guess all I can really say right now is that Overwatch is a science fiction game, and so there is an explanation behind the way those work.

At this point, do you feel like you’re still fighting that initial nature of being conservative? Like you both said, for a long time, Overwatch was more conservative. Are you still fighting that hesitation or is it like, “Nope, we’re all in”?

Keller: I think the team has left a lot of the hesitation about being conservative behind. The question for us really is, how big do we go with releases for Overwatch? Because there’s two sides of this coin. There’s an active player base that really appreciates the way that the game plays right now, you know. But we also see that, anytime we do make a big release for the game, players respond to it really positively.

So we want to keep going big. I think what we want to do is explore how big we really can go for Overwatch. And I think as we hit seasons like 18 here, and we see players’ excitement, that gives us the confidence to know this isn’t just the right direction–this is something that we can expand on in the future. We can keep pushing the boundaries of what a release for Overwatch can be.

With the implementation of Stadium, did you see a spike in people playing Overwatch 2? If so, how is retention following that?

Keller: There was a huge spike of people jumping into Stadium when it first came out. I think we went public at one point saying that over 50% of play hours in Overwatch were in Stadium. And when we do have new modes for the game, we do always see that initial burst of excitement and then it’ll kind of taper off after that. And Stadium did taper off, but not to the extent that our other modes have. It’s still, I think, our third most popular mode in the game right now, just behind Quick Play and Competitive.

Dawson: We view Stadium as one of the main ways to play Overwatch, and Season 18 as almost Stadium’s 1.0 launch. A lot of players are clamoring to have Quick Play in there. They’re clamoring for something that’s a little bit more brief and doesn’t have a rank associated with it. So with Quick Play, it’s a best-of-five round structure and you power up your hero even faster as well.

And then the other main piece of feedback from players is, “Hey, my favorite hero isn’t here.” So we’re continuing to release new heroes into Stadium. We’re going to be doing that throughout the rest of the year and there’s four this season who I’m really excited about. Tracer in particular. I think… She’s a little wild.

Keller: I’m super excited about Winston jumping into Stadium. I love playing as him and using his mobility. Sometimes with Winston, you just feel like you’re holding down primary fire a little bit too long to actually be doing what you want to do. [With Stadium], you can really juice his gun and it feels so satisfying.

How did you land on those four heroes and what are some other heroes who you see people clamoring for and are on the docket? If you can’t say right now, can you share what gameplay styles you’re focused on bringing in?

Keller: There’s a lot of things we look at when we’re looking at heroes for Stadium. First and foremost is how well we feel like we can make a really cool set of abilities for them. We want every hero in there to really double down on “hero fantasy.” We want to make sure that comes across to our players.

For the first few seasons of Stadium, we really tried to have at least a few heroes per role. Eventually, I think we’re going to have to break that pattern and start moving into other patterns. I think we’ll start seeing, you know, maybe different numbers of heroes coming to Stadium with different role ratios.

We want to make sure that heroes that we know a lot of people play are available there. Like Alex said, you know, we have a lot of people saying things like, “Hey, I’m just sitting on the sidelines, waiting for my hero to join the cast.” So we want to make sure that we’re opening up that funnel.

There’s also a few heroes we’re avoiding, you know? Like Widowmaker, who is a controversial hero that’s designed around a one-shot [kill]. I think that there’s probably some learnings we need to do with how we build those heroes–how we build counters for some of the sharper mechanics.

There was a recent IGN article in which you said that you’d “dropped the ball with story in Overwatch 2,” and I thought that was interesting to bring up this far removed from the announcement of PvE being dropped. So do you have plans to course-correct going forward?

Keller: Yeah. When you look back at the history of Overwatch, there are moments where there was more or less lore–where we were developing more or less story for players. And one of the things that we hear from our community–and we’ve been hearing it a lot lately–is that they just want there to be more of that in the game. That it feels like we’re doing less of it.

So I think I’m actually really excited for the Wuyang hero trailer to come out and for people to get a glimpse at that hero and maybe how they tie into the bigger, broader universe. It’s something that I can’t really go into a lot right now, but I’m excited for players to be able to get in touch with more lore over the coming seasons this year.

Based on that, do you plan on having more heroes come from similar factions or the same countries? I know that, for a while there, there was more avoidance since you’re trying to represent a lot of different backgrounds. But at the same time–and with the lack of PvE–do you find yourself thinking “Well actually let’s add this person’s best friend and have more storytelling through voice lines?” Or “Let’s try to add folks from the same factions.”

Dawson: Yeah, there’s a delicate balance to it. We don’t want to make it feel like heroes are appearing out of nowhere and like [players always have] this brand-new thing to learn. I think we’ve created a universe over quite some time that is very rich with tons of different characters from different factions, and we want to lean into that more and more.

Even some of the things you saw in the Freya story trailer earlier this year link back to some of the things we’ve already built in the world. We want to make sure that we’re pulling from that world because there are characters that people have only gotten glimpses of, that they love, or that could end up as heroes one day.

Keller: As far as where our heroes hail from, we do still like to spread heroes out across like all over the globe. That’s a really important value that we’ve got. We do like our heroes to feel like they represent Earth, but not in the strictest sense. We don’t have 40% of our heroes from China and India, which is maybe what a true representation of the global population would be.

Has the team considered any other avenues for more large-scale storytelling? I’m sure you see the success of series like Arcane and Castlevania on Netflix, and I wonder if that has been something that you’re interested in pursuing.

Keller: The team would love to have something like that come out. You know, we’re also fans of those shows and fans of those universes. To have something like that for Overwatch would be really, really cool. But I can’t really discuss the plans for future stuff like that.

I completely understand. I just ask because it’s something that I want to manifest into the universe. But on the subject of Overwatch’s story–and now that we’re a little bit more removed from what happened–do you want to go into a little bit more detail on why things didn’t really work out with story missions?

Keller: I know Blizzard holds their cards kind of close to their chests sometimes. But I don’t think we really saw the critical success that we wanted and it forced us to really analyze where we were putting our time and resources. At the end of the day, what we’ve been telling our players is that we want to make the game that they want to play. And the game that our players have been playing is this competitive, PvP-focused hero shooter. We really realized that that was the game that we needed to invest our time into.

Following the release of our sole campaign, we did a really big pivot internally on the team. We wanted to focus on what it means to be a best-in-class hero shooter. What are the competitive systems that we need in order to do that? What are some of the other systems?

In the year since that, we’ve focused on evolving the game our players play–on how we turn it into the best version of Overwatch it can be. That’s why we started doing these much bigger systems, like Perks and Stadium. Now that we’ve corrected the course, it gives us the opportunity to make bigger steps with the game. And some of those are things that players are asking for, but then some of them are really big surprises. That’s the future for Overwatch right now.

The above interview has been lightly edited for clarity, readability, and brevity.



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Demonschool Delayed To Avoid Releasing Near Hollow Knight: Silksong
Game Updates

Demonschool Delayed To Avoid Releasing Near Hollow Knight: Silksong

by admin August 26, 2025


After years of anticipation, Team Cherry announced last week that Hollow Knight: Silksong will finally be released on September 4. This took many fans and, evidently, other studios by surprise, namely Ysbryd Games. In response to Team Cherry’s announcement, the indie publisher has delayed the upcoming tactical RPG Demonschool, which was planned to launch one day before Silksong.

In a press release, Ysbryd announces it has pushed Demonschool’s planned September 3 launch to a new release date of November 19. With Silksong arriving next week on the 4th, Ysbyrd read the tea leaves, realizing that releasing a game so close to the most anticipated indie game in recent memory is a bad idea.

“We have to remind ourselves that gaining visibility for Demonschool is our main goal,” says Ysbryd’s Brian Kwek in a statement. “Thus, the Ysbryd team strongly believes we would not be doing our game any favors by wading into waters we can clearly see are blood red. If the September period is going to be Silksong’s moment, then we need to be elsewhere on the calendar to give Demonschool its own moment to be seen and talked about meaningfully.”

 

Ysbyrd states that developer Necrosoft Games will spend the extra two months enhancing and polishing Demonschool. One positive of the delay, according to Ysbyrd, is that the added time allows Necrosoft time to add additional endings and minigames that were originally going to be included in a post-launch patch.

Similar to Silksong, Demonschool has been in development for some time as well, suffering several delays before this one. It centers on teenage students battling demons in turn-based tactical combat similar to titles such as Into the Breach. We were impressed with the demo we played at Summer Game Fest,  and are optimistic about the full release. 

Demonschool launches on November 19 for PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, and PC for $24.99.



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